Showing posts with label TTRPG. Show all posts
Showing posts with label TTRPG. Show all posts

Monday, July 21, 2025

Canterbury Gaming Convention

Hand Limit is going to be at Canterbury Gaming Convention!

Canterbury Gaming Convention is Kent's premiere gaming event brought to you by the team at Dice & Destiny, with a host of board gaming, trading card gaming, and role playing available. This year its coing with a larger dedicated venue, a full suite of local exhibitors and special guests, and enough gaming to keep you going for the whole weekend. 

The event will be held on Saturday 9th and Sunday 10th August 2025 at the University of Kent Tennis Hall and The Pavilion Cafe Bar. There will also be a gaming quiz held on Friday 8th August at Dolche Vita on the University of Kent campus.

Get your tickets here.

The event is promising an impressive number of Special Guests along with tournaments, a miniature painting competition, and gaming demonstrations.

Hand Limit will be covering the event on all our social media and the blog to keep everyone up to date with the many exciting things happening over the weekend. If you see us there (we should be wearing some snazzy new t-shirts), stop and grab one of our freshly printed Zines!

Stay tuned to Hand Limit for more news and updates on Canterbury Gaming Convention!



Saturday, July 12, 2025

Review: Book - They Came to Slay: The Queer Culture of D&D

"Queer nerds have always played at D&D tables and also worked in a professional capacity on and around the game."

So begins Thom James Carter's dive into the Queer Culture of Dungeons and Dragons.

Thom takes the role of Dungeon Master (DM) to take us through this brief history of D&D and the impact the game and queer culture have had on each other. It is a short read at just over 100 pages, but it is concise and contains some fascinating insights from queer D&D players and content creators. 

The book starts with a much needed potted history of Dungeons and Dragons, from it's inception by Dave Arneson and Gary Gygax, and Gygax and Don Kaye's creation of Tactical Studies Rules (TSR) in order to get its first iteration published, to the purchase of D&D by Wizards of the Coast, who retain ownership of the IP to this day. 

Thom moves on to take a look at D&D 5th Edition, commonly referred to as D&D 5e, and explores how the renewed accessibility of the streamlined rules made for an inclusive and nurturing space for players to explore things such as gender identity and sexuality. Thom focuses on the development of the game away from outdated concepts such as the strength penalty players would face if they chose to play as female. In the early editions it didn't matter what species or class you played as, if you chose to play as a female character you would automatically have a lower strength than male counterparts. This is not to mention the complete absence of the ability to play as non-binary or a-gender characters.

In 5e, Thom highlights, "the Player's Handbook and Basic Rules prompts the reader to acknowledge" that their characters can be queer. "The text asks the reader to interrogate who exactly they want their character to be".

Thom also draws on the inclusion of queer NPCs in official D&D texts such as The Curse of Strahd in making the case that the game in its current state is an inclusive and safe space for queer players and characters. 
"From a gameplay perspective, having queer NPCs can also help queer players feel more comfortable leaning into their queerness at the table - if there are others like them, even if they're NPCs played by the DM, they're no longer 'the only one'."

The character sheet alone, Thom asserts, can be a powerful, yet low-risk, tool in helping players explore queerness before any commitments are made in real life. Experimenting in such a way in the real world can be "outright dangerous or unpredictable in many places and spaces". Furthermore, Thom states that roleplay can provide players with a safeguarded way to dig deeper into who they are. He talks frequently about how the player can become the character, and in a similar fashion, the character can become the player. Through roleplay the lines between two people are blurred and it can increase our understanding of how it feels to be someone else. Perhaps someone we truly are or want to be.

Throughout the book, Thom writes in celebration of the queer joy that D&D, its content creators, and its homebrewers can bring to the world. His passion for the subject matter shines through and with it so does this joy. His writing is accessible and friendly, and the book hits all the right beats with impeccable pacing. The world could do with more writing of this quality about such an important topic. As Thom himself points out, "homophobia and transphobia are on the rise in the real world".

They Came to Slay does more than just extol the virtues of Dungeons & Dragons, however. Thom takes time to delve into the problematic elements of the official source material, new and old.

"We cannot talk about Dungeons & Dragons' incredible potential and myriad positives without talking about it in its entirety, warts and all... In any consideration of the queer culture of D&D, it's important to look at... how certain aspects of the official materials have been problematic for LGBTQIA+ D&D lovers".

Thom draws on examples such as the 1e (First Edition) "cursed" item, the "Girdle of Femininity/Masculinity" and the 5e adaptation of the "Tomb of Horrors", which both contain problematic themes of unconsensual gender/sex changes to characters (compounding the issue, gender and sex are used interchangeable in the core material).

This book is a must read for any fan of D&D, regardless of whether they are themselves a part of the LGBTQIA+ community. It is written with insight and passion, and manages to get into surprising depth within a very small page count. The use of interviews with queer content creators shows a strong level of research into the subject matter. I have now read this book twice and would happily read a longer book on the same subject.

Thursday, July 3, 2025

Dungeons & Dragons and Drinking

On 1st August this year I will be one year sober, and while a lot of my own hard work has gone into this achievement, I also recognise the role table top gaming has played in helping me make the change.

I was once a prolific drinker and even more so at social gatherings. Having a drink while playing TTRPGs seemed like the most natural thing to me. Alcohol is a social lubricant, and in a situation where you were required to lower inhibitions and get into character, or many characters if you are the GM, drinking felt like the obvious choice. For a long time I felt like having a drink, or several, while playing, kept me loose and relaxed. It made me feel like I was better at getting into the flow of the game and unleashed my creative side on the fly when responding to the actions of the player characters.

I used to pair my drinks with the games I was playing, not just TTRPGs but board games too. A glass of wine for Horrified, a strong grog with Pirate Borg, and a pint of foaming ale with Dungeons & Dragons. Each game seemed to offer an opportunity to have a drink. Table top gaming was a relaxing pastime so why not share it with a relaxing drink?

I have always had a difficult relationship with drinking and have struggled to keep things in moderation. I always used to say that drinking was thirsty work. One drink would lead to the next and while I was happy and enjoying myself, through gaming I slowly started to realise that my drinking was more of a problem than I realised.
I have discussed before the importance of GMs to take time to decompress after TTRPG sessions, even if they are fairly relaxed. On top of this, there is always something to be gained from seeking some reassurance from your players that they had enjoyed what you had planned. However, when I was drinking, regardless of how much fun was had during the session, I had trouble decompressing and trusting the feedback I was being given from my players. My decompression time would become a spiral of negative emotions as I doubted any evidence before me that I had been entertaining enough. I focused on any and all negative points that my brain could give me. The session was too boring, or I was too intense (usually as a result of my drinking). I found the time I needed to decompress and adjust back to normal life increased the more I had been drinking. Sometimes days would pass and I would still not feel like I had entirely processed the experience.

This emotional hangover was difficult to deal with, often on top of your more traditional hangover. Of course, with hindsight I realise that the solution was simple, but at the time I internalised a lot of the emotions I was struggling with. The extended periods of recovery I needed after each session had me believing that I was not a good GM, that my players were just humouring me, that I should hand over the reigns to someone else. Despite all this I still was unable to come to the conclusion that drinking and DMing was affecting the whole experience for me in massively negative ways.

In the end, however, it was GMing that helped me recognise that my problem was not with the game, or my abilities, but with my drinking. I was getting too generous with magical items for my players and not remembering who I had given what. I was handing out game-breaking spells and magical artifacts that were completely throwing planned encounters. While I don't mind that my players probably enjoyed these boons, it made things very difficult in an almost entirely home-brewed world when I could barely remember what had happened each session. It really made me feel like I could be offering my players a much better experience if I avoided drinking while playing.
There are few better examples than that which transpired recently during a game of Pirate Borg we experienced a character death at the hands of a Sentient Fungus. The killing blow was made and the table fell silent as it became clear that there was no coming back from this for Luca the Zealot, the team's Glass Cannon. It was a truly sobering moment, which was only stopped when Luca played his Charon's Obol allowing him to return to life with 1HP. What troubled me was that I had absolutely no memory of awarding him this relic. The player informed me that I had handed it out many sessions ago when I had been drinking.

Don't get me wrong, it was still a fantastic moment of collaborative story-telling, but it really highlighted to me how much of a problem it was for me to not be remembering our sessions, or even to take notes. This all took place after I had quit drinking but stayed with me as a reminder that I was a better GM now that I had stopped. Drinking was making me sloppy.

Tabletop games didn't just help me realise that I had a problem with drinking, they helped me readjust my life to accommodate my sobriety. Gaming sessions began to revolve around coffee and cake rather than drinking, and our regular meet ups at Fruitworks Coffee Shop became a staple of my week. I found my life shifting away from the pub and towards bright, open cafes instead. Where I used to use alcohol as a social lubricant, table top games began to provide me with the relaxed atmosphere and aid to meet new people. 
During the week when I wasn't able to play with a group, I invested more time into solo board games as a means of unwinding and relaxing, rather than pouring myself a drink. The almost meditative nature of solo gaming was a cornerstone of my mental wellbeing. Through playing games I was able to enter a flow-state where I was completely unconcerned by the outside world and my inner demons. They gave me a rest from thoughts of drinking, as the structure and puzzle-like element of these games kept my mind satisfyingly occupied. 

It has been a journey for me but looking back I can really appreciate the role that table top gaming has played in helping me reach sobriety and providing me with a safe space to continue. This is a personal story for me and I am not using it as a way of saying others should do the same. Drinking is not inherently evil, and most people will never experience the same problems as I did. I just wanted to share my experiences so that if anyone happens to find themselves in a similar position to me, they might gain some encouragement to make the necessary changes. 

Friday, June 13, 2025

5 Games That Take Up A Surprising Amount of Table Space

I know you can never judge a game by its box, but usually you can judge the scale of the game from the size of the box. Place a hefty Twilight Imperium or Gloomhaven down on a table and players will instantly brace themselves for a meaty game with lots of pieces, boards, tables, and figures. However, today we're looking at 5 games that come in deceptively small boxes but take up as much space on the table as a big box game.

Tiny Epic Dungeons - Gamelyn Games

We seem to always end up writing about the Tiny Epic series, but that's just because of how many boxes they seem to tick. In this case, Tiny Epic Dungeons ticks the box of being a table-filler. Arriving in a deceptively small box, you would be wise not to underestimate quite how much space this randomly generated dungeon crawl is.

In TE Dungeons, players race to find and battle a number of evil minions in the form of minotaurs, ogres, giant spiders, and more, to unlock the door to the boss' lair before their torchlight runs out and they are plunged into darkness. As Dungeon Crawls go the game is a perfect example of how the genre can be streamlined to just the basics and remain an engaging experience. The combat is satisfying, the loot rewarding, and the enemies deadly. The base game comes with a large number of different enemies to face and characters to play as, each with their own abilities, strengths, and weaknesses. We've had a copy for a few years now and it is one of the more regularly played titles, but no two games have ever felt alike.

This is a table filler of a game, and as the dungeon expands it's likely you'll wish you sat at a bigger table.

Tranquility - James Emmerson

Tranquility by James Emmerson comes in a delightfully small box, with some truly gorgeous artwork, but, you guessed it, takes up a surprising amount of table space. The cards, each sharing a similar footprint to the box, are arranged into a 6x6 grid pattern over the course of the game. This space is marked out at the start with a border of artwork cards, essentially extending the table space required to 7x7 of the box size, which I think beats Gloomhaven, or any of the 'havens, in box-to-table ratio (no I haven't measured this exactly).

Tranquility deserves this level of table space, however, as it is a beautiful and mindful experience. Albiet a very tricky one to get right. Players take turns laying cards down to fill the aforementioned grid with island pictures as you guide a sailor peacefully back home. The catch is that all cards must be placed in ascending order, providing a bit of intuition and guess work to keep things interesting. The game guide also recommends playing the game in silence, or next to silence, to enhance the peaceful tones of the game.

Bandido

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Bandido is another tile placement game and it really feels like the theme for games that take up an unexpected amount of space require some form of tile placement. In this game, players cooperate to thwart the escape attempts of the titular Bandido as he tunnels his way out of prison. Players will place cards in turn, with limited communication, to guide the tunnels to dead ends, eventually closing off all open ends.

Because the tunnels are randomly generated, there is absolutely no way of knowing at the start of the game which direction it's likely to sprawl off in. Meaning that no matter where you place the starting tile, by about halfway through you'll be desperately trying to reconfigure the table to accommodate the chaotic tunnels.

The pocket-sized nature of this game could easily lull you into the false idea that it would be perfect for a quick game in a cafe. And while that is certainly possible, be prepared to panic when the drinks arrive and they have to be strategically placed around the table!

Lord of the Rings: Duel For Middle Earth

While the other games so far on this list have almost pocket-sized boxes, LOTR Duel is a little bigger from the start. However, we still feel like this game is surprising in the amount of space it takes up, and with good reason.

In LOTR Duel, 2 players take on the roles of the forces of Mordor and the free peoples of Middle Earth in a race for supremacy. Much like its older cousin 7 Wonders Duel, there are multiple ways to win this race. You can focus on uniting the various races, progressing the quest of the ring (or the Ring Wraiths if you are Mordor), or simple military might. It is a terrific game that has done amazingly in condensing the 3 different win conditions into a single game, where each one could have existed in its own right. 

The board itself is only about as large as the game box but the real table hog comes from the card drafting. Cards are laid out in each of the 3 chapters of the game in a configuration that restricts what cards can be drafted at any one time. In a layout that resembles a tarot reading, cards are laid over each other to form shapes that slowly diminish as cards are revealed and drafted.

LOTR Duel is a brilliant game that had us hooked from the beginning, but you'll definitely need more space than the box suggests.

Any TTRPG

Not all Table Top Role Playing Games are created equal. Some are like Lasers & Feelings, requiring little more than a notebook, a pen, some dice, snacks, drinks, fidget toys for those that need them, GM notes, maybe a GM screen. Others, like Dungeons & Dragons, require all that plus the many source books required for playing each scenario, battle maps, miniatures, etc.

Our years playing TTRPGs have taught us one thing, there is never quite enough room for everything that's needed. Players and their bits and bobs, like water, always seem to expand to fill the space they have. Why do you think character sheets always get stuff spilled on them?

Sunday, May 25, 2025

Horrified: Dungeons & Dragons - Horror is in the eye of the Beholder!

Horrified, the Ravensburger classic that has seen players take on monsters from Universal fame, North American cryptids, Greek monsters of legend, and even our lord and saviour Cthulhu himself, is set for a new outing. This time teaming up with Wizards of the Coast, Ravensburger will bring us a dungeon-themed adventure in the form of Horrified: Dungeons & Dragons, which is set to release in the UK in October 2025.

Initial previews suggest the new edition will bring with it four of the classic TTRPG's most fearsome enemies, and will include new game play mechanics inspired by D&D such as the use of a D20. Current box-art circulating online suggests that the foes will be a Beholder, a Displacer Beast, a Mimic, and as the name promises, a Dragon. Though this may change between now and the final release.

Horrified first graced our table tops in 2019 with the release of its Universal Monsters edition and quickly became a fan favourite. Its pick-up and deliver mechanics, coupled with unique puzzle solving for the different enemies, offered a streamlined experience that was quick to learn and satisfying to play. The quality of the assets and the artwork made this a pleasing addition to the Hand Limit library and it became a favourite recommendation to those who wanted an entry-way into the hobby.

The latest addition to the series, Horrified: World of Monsters, failed to hit the same level of excitement as the other editions, which was largely due to the confusing theme that blended real-world creatures of myth with a peculiar steam-punk aesthetic. Although still an enjoyable game that offered a lot of replayability, the rare-misstep on theme definitely damped our reception. So it is of great interest to us that the next edition will be using a proven and solid theme in Dungeons & Dragons. There can be little chance of the same mixed-message concept with something so universally recognisable.

While we wouldn't go so far as to say that the series was at risk of losing its shine, an injection of D&D could well be precisely what it needs to keep things interesting. The promise of new mechanics, in particular, will help things from feeling like a simple reskin, which series such as this are often at risk of doing.

Needless to say, we have already pre-ordered our copy so will wait in eager anticipation of its arrival, and will no doubt have more to say on the game when we can get it to the table.

What classic D&D monsters would you want to see in the Horrified format? Leave your answers below in the comments.


Friday, May 16, 2025

Aftercare Tips for GMs

Running table top games as a Game Master, or GM, is an incredibly rewarding experience. Guiding friends through a fantasy world, encouraging others to lose themselves in the experience, and working together to weave a narrative that is truly unique to the players, the game, and the situation. It can be a transformative, almost magical, experience when the vibes are just right, and leave you feeling almost as though you had actually lived through the adventure that unfolded.

But all of this emotional investment, planning, acting, and reacting can take its toll, not just on the players, but the GM as well. Yes, running a table top game is rewarding, but it can also be tiring and leave you feeling drained and emotionally spent. 

GMs are always encouraged to help guide their players through the process of role play and before and after care that comes with that. Session zeros are a staple of any well-thought-out campaign to lay out the ground rules and safety information to players who may be required to imagine or act out some emotionally heavy situations. A wise GM will also check in with players where appropriate to make sure they have support in cases such as the death of a character or instances where the realm of fantasy strikes a little closer to home. In a collaborative, story-telling experience, there is always an element of uncertainty around where the road might lead you.

There are plenty of resources out there, from articles, to YouTube videos to help new and experienced GMs handle the needs of their players to ensure everyone gets the most out of their table top role playing experience. However, it feels as though there could be more support for the GMs themselves.

Here we have compiled a list of 5 things that a GM can do post-game to make sure they are looking after themselves and allowing necessary recovery time following every game.

1. Allow for post-game conversation

Knowing where and how to end a session is an art form that takes practice. Running a campaign you want to bring the session to a close in a way that leaves players desperate for more, and running a one-shot you want to leave everyone feeling like they have reached a satisfying narrative conclusion. However you choose to bring play to a close we recommend allowing time at the end for you and your players to talk through the events of the game, share in reliving the dramatic moments, and even some post-game analysis.

Allowing for this time provides everyone, even the GM, with a mental cool-down, like stretching after exercise. This may mean ending a session a little earlier so that players with other responsibilities aren't having to leave as soon as the final dice are rolled. Allowing everyone to take a breath and ease out of the characters they have just spent the last few hours playing will help shift your brain back to a more relaxed state. Conversation may wonder from the game itself, and this is absolutely fine. The important thing is allowing everyone time to digest the emotional meal they have just had.

2. Seek reassurance, and then actually listen

Running players through a game, especially one that you have put a lot of creativity into, can be an emotionally vulnerable experience. Regardless of how players reacted during the game, you might find yourself worrying about whether or not enjoyment was had equal to the effort you put in. There is absolutely nothing wrong with seeking reassurance from players at the end. A simple "Did everyone enjoy that?" can sooth any nerves that remain.

The difficult part, however, is knowing how to actually listen to the feedback. Realistically speaking, provided you put the effort in and have a well functioning group of players, there will most likely be positive feedback. When this is given it can be easy to filter out the positive, especially if you have any worries or if you are prone to self-criticism. Make sure you actually listen to what your players say and take their response as what they actually mean. if they say they enjoyed it, take them at their word. Their enjoyment is without a doubt largely thanks to the work you put in.

In the unlikely event that a player comes back with criticism, don't take it to heart. They are sharing because they feel comfortable in speaking to you about something that may help them enjoy the experience more in future sessions.

3. Make notes, but not too many

Without a doubt a session that is part of a longer campaign will have thrown up questions that will need answers by next time. Perhaps there's a new, unplanned direction your players went off in, or they may have angered a hitherto unimportant NPC that could now be plotting revenge. The best time to make note of these is when they're still fresh in your head after the session is over. Get those thoughts down into whatever planning document you're using and then close up your notebook or laptop. Don't get too far into planning ahead, you've just spent many hours "on", it's time to turn off for a bit. Once you've made a note of the really important reminders, draw a line under it and allow yourself time to rest.

If you feel it would be helpful, set yourself some time in the following few days to really review your notes and start making those plans for the next exciting installment. 

4. Turn off and reset

A session spanning a few hours can really take it out of you, especially if things go slightly off the rails (which, let's face it, is most of the time). By the time you're done, even though your players may be chomping at the bit for more, you will no doubt need to rest. 

You've just done a lot of mental exercise and you need to catch your breath. Try to do something that will help you move on from the game and relax. This might be reading or watching TV, or even better going outside for a bit. Make yourself a cup of tea and just allow yourself some time to take your mind off things for a bit.

5. Don't dwell on what could have been

Especially after a dramatic session, possibly in which a beloved non-player character, or even a player character, died, it is easy to worry about the decisions you made as a GM. Or perhaps these decisions were regarding the rules of the game or whether or not to allow a player to do something that bent the rules almost to breaking point.

The death of a character can feel cruel or unfair, especially if you know the player had grand plans for their narrative arch. In the first instance you should always check in with the player to make sure they are OK and understand that the ruling was not personal. Afterwards, you should remind yourself that this danger is what players sign up for and there is no reward without the risk.

If you are worried that a rules decision may have been the wrong call, remind yourself that nothing to so rigid that it cannot be changed. If you decide you would like to change a ruling later on, or make it clear that a specific ruling does not set precedent, make sure to allow time at the start of the following session to discuss it with your players. They are reasonable people and will understand if you explain your reasoning.

Once that decision is made, don't dwell on it. No matter how experience you are as a GM you will still be learning. Allow yourself the same grace you would allow a new player.

BONUS: Comparison is the thief of joy

Thanks to social media and online content we live in an age where we are almost constantly encouraged to compare ourselves to other people. You might have a favourite D&D actual play you like to watch, or follow some professional GMs online. Remind yourself that what you are often viewing is a carefully edited version of real events, or perhaps the players are all professional comedians. However it is, comparing your own games to those you see online will only strip the joy from the whole experience.

Your game is entirely unique to you and your players and that should be celebrated, not compared with others.


Are there any rituals or tips you could share that are helpful to a GM in looking after themselves? We'd love to hear what you do following a session to calm down. Leave a comment below!

Friday, December 6, 2024

World's Most Divorced Man Wants to Ruin More Things

You may have heard on the wind recently that the World's Most Divorced Man, Elon Musk, has expressed an interest in purchasing Hasbro as a way of gaining access to the Dungeons & Dragons IP. This follows Musk's public distaste at Wizards of the Coast's (WotC) work to make D&D a more inclusive space and their wishes to distance themselves from the more problematic elements of the game, created by E Gary Gygax.

Musk and his persistent trait of confusing bigotry with freedom of speech took exception to this and suggested WotC "burn in hell" for their perceived trashing of Gygax. After feeling like his criticisms of WotC weren't being taken seriously, Musk took to Twitter to publicly ask "How much is Hasbro?". According to Forbes, shares in Hasbro are currently worth $63.89.

Although it isn't clear whether Musk was serious, or if he was just having one of his trademark tantrums, this would also give him access to toy properties such as Star Wars, Ghostbusters, My Little Pony, Peppa Pig, and Pokemon, among others. Musk purchasing Hasbro just so he can wrestle D&D back into the dark ages might seem ridiculous, but he has already shown the world how petty he can be with his disastrous take over of Twitter.

There has understandably been an outcry from fans expressing dismay at the prospect of Musk getting his grubby little incel hands on D&D, not only because his track record for tanking Twitter as soon as he bought it could spell doom for the hobby, but also because the purchase would likely herald the game becoming a hostile place for minority groups.

While it is easy to jest at the bizarre and manic actions of one of the world's richest men, it must not be taken lightly. D&D has become more inclusive over the years and while WotC still occasionally slip up, there can be no doubt that there has been a generally progressive trend. This would undoubtedly come to an end if Musk successfully purchased the property. One only needs to attempt to write the word "cisgender" into Twitter, to come face to face with Musk's personal brand of free (read: hate) speech.

We are all hoping his tantrum was short lived and will not lead onto anything else, but this story is one worth keeping a close eye on.

An Alternative (but no less troublesome) Perspective

Another take on this is that Musk does not really care about D&D, nor the memory of Gygax, it is just a front that suits the current political narrative for him and his allies. This is just another company that he can strip for assets and profit from the demise.

The exact model is known as the Bust Out playbook and has received notoriety through Bain Capital. The exact plan can be summarised using the seven points below:

  1. Identify a target (The Leader).
  2. Install or axquire an insider on the board of the company, maybe the CEO/CFO.
  3. Spread rumours about the target through the media (The Liars).
  4. Create a class action lawsuit against the company.
  5. Fire up the printers and flood the market with fake shares of the company, driving share prices through the floor (The Dealer).
  6. The company either declares bankruptcy or is delisted from exchange.
  7. Perform a leveraged buyout of the company, busts it out, acquires other competition to capture and kill, then when the company is so saddled with debt it can no longer stand, kill the company and let the wolves feed off the carcass (The Butcher).
This is perhaps a grim prediction of what Musk might have planned and very much depends on whether Musk is as intelligent as he wants everyone to think he is, but one that offers even less hope for the future of Dungeons & Dragons.

Personally, I think Musk is not smart, just rich, so I feel it is more likely that if he does get his hands on Hasbro it will be it's ruin through stupidity and political pandering, rather than a grander scheme of venture capitalism.

Tuesday, October 29, 2024

Review: Wiznerds - A TTRPG for lovers of chaos

I love chaos. Specifically I love the chaos factor of any tabletop game. This is the game's ability to pull sharply at the rudder in unexpected and sometimes catastrophic ways. It is always just as entertaining to me when things go magnificently wrong, as when they are serendipitously fortuitous. My favourite games are always those that leave players constantly on edge no matter how carefully they have planned their moves and the game I am reviewing today is a master at this.

Wiz-Nerds by Michael "Wheels" Whelan from Just for Fun is a TTRPG in which players take on the roles of bright-eyed first-year students at Ibus Engleberry's School for Aspiring Wizards (IeSAW). However, before they can even get started learning simple spells, something at the whim of the GM will have gone terribly wrong and our unlucky characters must use their introductory spell books to save the day. The catch? They don't know what any of the spells actually do!

All players are equipped with three columns of bizarre words. Each word represents either an Aspect, Form, or Target relating to the spell, meaning that combinations of words work together to make surprising results. Players will need to ascertain what each word actually means through good old fashioned trial and error. Whenever the players want to do an action that can be considered challenging or dangerous they have the choice to roll for it or cast a spell, but from our experience the dice will be left almost untouched as it is far more exciting to shout out three magic words and see what happens!

Of course, the sensible thing to do would be to carefully find a quiet corner and experiment with the words methodically until you have a good grasp of the spells needed to save the day, but really who has the time for that when some bad guys are after the mystical MacGuffin!? No, the only way forward is to run in blind and figure things out as they go.

This is a beautifully simple and silly game that requires little preparation from the GM and players, in fact it is advisable not to keep too firm a grasp on any of the story as it will undoubtedly be wrenched from your hands the first time a player accidentally turns a vital NPC inside out with poorly timed spell experimentation.

The format of this game works well in person or online and can be stretched or shrunk to fit almost any time requirement. Available on itch.io on a "name your price" basis, I cannot recommend this game enough and Whelan could easily be asking for a fixed price.

If you are looking for something with a healthy dose of chaos and silliness for your next one-shot RPG session, you could do a lot worse than getting over to itch.io and grabbing a PDF of Wiz-Nerds.

Tuesday, October 15, 2024

Preview: Adventures in Ankh-Morpork - A Discworld TTRPG

Fans of the Disc rejoice! A Discworld RPG, Adventures in Ankh-Morpork, by Mordiphius Entertainment, will be launching soon on Kickstarter, and there is already a Quick Start Guide available to give players a little taste of what to expect from the final game! A number of Actual Plays are also starting to appear on YouTube, showcasing entertaining and immersive gameplay.

With an impressive list of credits, this game is already showing an fantastic level of detail and a deep love and respect of the Discworld as penned by the late Sir Terry Pratchett.

"A city like Ankh-Morpork was only two meals away from chaos at the best of times."

The Kickstarter page promises the game will catapult players into "the streets of The Big Wahoonie... Using a brand new, original rules system, Discworld: Adventures in Ankh-Morpork will have you playing pun-filled sessions of misadventure on the streets of its titular city."

With a meaty 45 page Quick Start session, art by none other than Discworld veteren artist Paul Kidby, pre-generated characters, and a unique scenario "Up In Smoke" complete with an impressive number of locations and NPCs, already there feels like more than enough to excite the interests of Pratchett fans.

The core mechanics of the game are interesting and feel like a fresh take on what is often a D20-heavy marketplace. The creators have focused the system on two core premises:

  1. The Disc has a story it wants to tell, and left alone will spin on much as it has always done.
  2. The players want to change this story to one more to their liking.

In this vein, the players will compete for a mysterious element known only as Narritivium through dice roles in direct competition with the DM (Discword Master). The DM will roll a D8 against the players whenever a skill check is made and the highest roll wins. However, what dice the player is allowed to use will be dictated by the DM based on the player's given reasons as to why they are particularly skilled at doing that action. 

For example, a Troll trying to force open a door would likely be granted a D12 (the highest permitted) as they have the beneficial trait of being, well, a Troll. The DM will only ever use a D8, meaning the player is granted more or less chance of winning depending on what die they are permitted to use. Of course other players can also step in to help with an action and also make a roll, giving the first player the option of choosing which roll to use, much like advantage works in DnD. 

What is particularly interesting is that Adventures in Ankh-Morpork has been designed as a "palette cleanser" for players between epic campaigns. As such, the game is recommended to be run as a single 3-4 hour adventure. Of course the full release will include some advice on how to extend this to a longer run, but the core mechanics of the game will have been designed for short-run, or one-off adventures. 

Furthermore, combat has been omitted entirely from the rules system, encouraging players to engage more with the tone, characters, world, and story. The pre-generated characters for the Quick Start scenario do not have health points but the rules state that DMs should feel free to give players a Brush With Death, provided THEY TALK LIKE THIS. 

We are very excited to follow the progress of this game through its development and Kickstarter campaign. There is clearly so much love given to the source material and with this level of care and reverence it is bound to please both new and experienced Discworld fans. 

Thursday, September 26, 2024

Play as an Act of Rebellion

The Culture of Defiance

Regicide - Abrahams et al.

Skye Jones and Lex Lancaster, University of South Carolina Upstate, wrote that Kawaii culture in Japan was an act of rebellion by young girls against the oppressive culture of "conformity and gendered expectations". Kawaii's emphasis on the hyper-feminine and "cute", which it is a direct translation to, promoted an attitude of vulnerability and childishness that directly contrasted against the societal expectations of responsibility and uniformity in post-war Japan, rising to its peak in the 1970s. In particular the prevailing narrative in Kawaii media is the "magical girl", which is/was distinct from typical Japanese media of the time due to the depiction of everyday girls as "interesting and important people". In this respect Kawaii acted as a strike back at the social narrative that women in positions of prominence are separated from their peers, and are only permitted to have nuance and power if they actively distance themselves from "girlhood" and childish things. 

"Kawaii... is most associated with a complete rejection of refinement and beauty, focussing on a childlike attitude of vulnerability, overindulgence, and fantasy." - Jones & Lancaster

At the same time that Kawaii was growing into the powerful youth and feminist movement that it is, in the UK a similar rejection of authority and oppression was kicking its way into the public consciousness; Punk. Much like it's cute sibling on the other side of the world, the youth in the UK embraced Punk and its intentionally unpleasant and viscous aesthetic. 

Matthew Worley, writing for the Museum of Youth Culture, concisely summarised Punk as "a negation of pretty much everything: a line drawn in the cultural sand to reboot and rejuvenate youth culture as a site of provocative fun, protest, and imagination". The way in which Kawaii kicked back at oppressive social norms through the hyper-cute, Punk used its vibrant aesthetics and attitudes to take a swing at the muted compliance expected of the British public at the time. Hand in hand, Kawaii and Punk, rejected the status quo and acted in an exaggerated, non-conforming way to undermine the systems of oppression.

I'm not going to fall into the trap that so many columnists have fallen into, and state that something (let's face it, usually right-wing) is the new punk (I'd argue that punk is still the new punk). But I am going to state that in the modern, western world, playing is an act of rebellion.

Can't Spell Punk-tuality Without Punk

(See me about this heading - ed.)


A punk in the wild

Never has it been more obvious that when Millennials entered the workforce, that western, capitalist society has been constructed on the premise that childish interests should be abandoned or repressed on becoming an adult. Play for adults traditionally falls into the realms of socially acceptable sports and gambling. There seems very little room for playing video games or those that involve the imagination or little plastic figurines (let's face it, they're toys). I am sure that many readers here will have experiences of telling members of the older generation, or perhaps some more socially acceptable peers, that they spent their weekend pretending to be a wizard fighting a floating one-eyed monster that can shoot laser beams. There is little that can fill that peculiar silence that follows...

However, many millenials entered the workforce still very much attached to their childhoods, which seemed only to be exacerbated by the harsh economic realities of the times. This yearning for the simpler times before gas bills, shopping lists, and mortgages (for those lucky enough to own a house), created almost an entire generation with a meager expendable income keen to channel it into playful pastimes and hobbies. Of course, these traits aren't only held by millenials, but it cannot be ignored that the vast growth in the video games industry in the decade leading up to 2020 and beyond.

Dave Neale, an Affliate of the Centre for Research on Play in Education, Development and Learning (PEDAL) at the University of Cambridge and designer of many board games, writing for the British Psychological Society, noted that there has also been a rise in other "play experiences" for adults as well.

"This is striking because it is at odds with the dominant view in Western culture... that play is largely confined to childhood." - Neale

Neal makes the case that play and playfulness are more central to adult humans than commonly believed. In most other cases animals leave behind playfulness following adolescence. However, humans experience a "persistence of our child-like qualities". The reason for this is posited as an evolutionary benefit. The retention of child-like characteristics like curiosity and "behavioral plasticity... drove our success as a species". 

Furthermore, Neal cites Whitebread et al., 2017, in offering an explanation for the retention of playfulness as the psychological benefits similar to those proposed for childhood play. There is a growing body of research exploring the benefits of play in adults and various aspects of adult life. It is becoming more obvious that play is healthy for adults and society as a whole will reap the benefits of a mentally healthy and socially satisfied work-force.

Is It All Just a Worker-Placement Game?

Stardew Valley - 


Despite this, it is still clear that society is built to ensure constant growth and productivity. The core requirements of late-stage capitalism are fundamentally at odds with the concept of providing adults with play. Although time spent playing is constructive in terms of mental well being, which in turn could produce positive benefits in the work place, it still feels that it is under-valued at best and actively discouraged at worst.

I suspect that the reason for this is that it benefits the worker primarily and the capitalist secondarily. Whereas typically benefits to the worker are largely only encouraged where the business owner is the primary target of the benefit.

Neal does dip his toes into territory that I would consider troubling. In his article for the British Psychological Society, he cites companies such as Google that provide employees with "play areas" to make play a part of working life. The following passage shows how Neal suggests incorporating play into the workplace:

"... Introducing play into the workplace needs to be done with care to be effective. For example, games need to be designed to engage and motivate players, and to accurately reflect workplace objectives. Otherwise, it is possible for employees to use games as escapism, or for games to lead to learning outcomes that are not work-relevant, or even detrimental to work. Play can easily become a distraction, or trivialise serious issues, if it is not introduced in the right way (which may be the thinking behind the traditional play-work dichotomy)."

While I agree with the management of play to reduce the risk of it trivialising serious issues, I find the concept of play only tolerated where it can benefit the employer concering. This feels sinister and potentially weaponises play against the worker to ensure continued compliance. I am particularly curious as to what Neal thinks constitutes learning outcomes that are "detrimental to work". Benefits for workers? Unionisation? Seizing the means of production? And gods forbid workers should use any activity as a form of escapism! It might give them ideas of freedom.

This recommendation of the use of play to ensure productivity, for me, removes the player as the core beneficiary of the activity and further creates a system where play is only tolerated in adults if a tangible productive outcome can be measured and exploited.

Stick It to the Man Meeple

Final Girl: Terror from Above - Porfirio et al.

So what do I really mean when I say that play is act of rebellion?

Well, firstly I believe that any activity which puts the benefits of the worker above that of the ruler is a good thing. If playing provides a stronger sense of connection, education, and well being to the players and cannot be exploited to feed into the Constant Growth Machine, it is undeniable an active stand against oppression.

Secondly, as seen in the Kawaii and Punk movements, there is nothing an oppressive society is more intolerant of that the demonised happily adopting the branding put on them. If cute and childlike traits are branded as undesirable, Kawaii took that ore and turned it into iron (pink, sparkly iron with big round eyes). If being loud and unfeminine are traits branded as undesirable, Punk put a safety pin through them and wore them like armour against oppression. So if spending time on playing games is seen as undesirable and unproductive in adults, then playing games in-spite of that becomes rebellious. 

Finally, and bringing this firmly back into the realms of table top gaming, if playing is seen as an act of rebellion against a society bent towards endless productivity, then in an increasingly digital world, a world in which large tech companies can stake claim to every aspect of our presence online, playing table top games, away from the digital realm, is the purest form of rebellion.

(I would like to caveat this all with the understanding that many will claim that without capitalism and the digital world, I would not be able to write a post like this online about games produced by the likes of Hasbro. To those people I would like to point them in the direction of the politics and ethics section of their local library where they can read up a bit better on the concepts of socialism).

This is an opinion piece, of course, so I would like to hear what people think about the statement "Play is and Act of Rebellion".

Monday, April 24, 2023

Review: Dread - A One-Shot, Tension Guaranteed, Horror RPG

With Halloween a mere 6 months away I'm sure we're all starting to get our preparations started (no? Just me?), and horror RPGs are a great alternative to a classic party, and arguably considerably cheaper!

Creating a sense of fear and tension in TTRPGs can be a daunting task. Building in appropriate mood lighting, ambient sound, pacing, can all help put your players on edge but after all that work, what happens if they continually roll high and all the fear is taken out of your carefully crafted scenario?

Dread, designed by Epidiah Ravachol and Nathaniel Barmore (publisher: The Impossible Dream), is the answer. 

Dread is also the guarantee.

Thursday, April 13, 2023

D&D in the Workplace: Roll with it or a Critical Fail?

Dr. Jesse Olsen - "Why Dungeons and Dragons is Good for the Workplace"

A blue dice tray with various multicoloured dice, a fountain pen, and glasses

Yesterday I came across a short article by Dr. Jesse Olsen - Senior Lecturer in the Department of Management and Marketing at the University of Melbourne, from 6th April 2023 discussing the merits of roleplaying games like Dungeons and Dragons in developing life skills such as "perspective-taking, self-awareness, empathy, creativity, critical thinking, and problem solving" and how these may be applied to the workplace to alter our perspective of team dynamics and how we deal with work-based challenges.

Wednesday, April 12, 2023

Review: Lasers & Feelings by John Harper - A Rules Light RPG (From the Archive)

[This piece was originally written for another blog and published on 6th January 2021. Some aspects have been updated from the original, but most remains the same.]


I love table top Role Playing Games. 


This is still a revelation to me as until a couple of years ago I hadn't given them much thought at all (I thank the Oxventurer's Guild for opening my eyes to the fun).

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